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	Water Serpent
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		<h1 class="trap">Water Serpent<br/><span class="type">Trap</span><br/><span class="level">Level 11 Elite Lurker<br/><span class="xp">XP 1200</span></span></h1><p class="flavor"><i>Strange ripples flow through both the pool of water and the rivulets that trace their way across the floor.</i></p><span class="traplead"><b>Trap:</b> A water serpent manifests and attacks when the water in the pool is disrupted.</span><span class="trapblocktitle">Perception</span><span class="trapblockbody"><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; DC 21: The character realizes that the shifting water distorts the image of the key more than it should.</span><span class="trapblocktitle">Arcana</span><span class="trapblockbody"><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; DC 21: The character realizes that the distortion isn’t natural; illusion magic is making the key difficult to pinpoint.</span><span class="trapblocktitle">Trigger 1</span><span class="trapblockbody"><b></b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b></b> While the key remains in the water, the serpent manifests and attacks whenever a character disrupts the water.<br/></span><span class="trapblocktitle">Trigger 2</span><span class="trapblockbody"><b></b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b></b> After the key is removed from the pool but is still within the room, the water serpent attacks any creature within 2 squares of the pool at the start of that creature’s turn.<br/></span><span class="trapblocktitle">Attack * Teleportation</span><span class="trapblockbody"><b>Opportunity Action</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b>Melee</b> 2<br/></span><span class="trapblockbody"><b>Target: </b>The triggering creature, or the nearest creature to the pool if the triggering creature is using an effect to disrupt the water from a distance.</span><span class="trapblockbody"><b>Attack: </b>+16 vs. AC</span><span class="trapblockbody"><b>Hit: </b>2d6 + 5 damage, and the target is teleported into the center of the river, appearing adjacent to the obelisk.</span><span class="trapblocktitle">Countermeasures</span><span class="trapblockbody"><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; A character can ready an action to attack the water serpent (AC 22, other defenses 19, immune poison, resist 5 all, resist 15 fire) when it manifests to attack. If the serpent takes damage, it disappears without attacking, but manifests again if triggered.<br/><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; Once the key has been removed from the chamber, the trap deactivates.<br/></span><p class="publishedIn">Published in <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/253850000" target="_new">Tomb of Horrors</a>, page(s) 25.</p>
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